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gpu: Return early when attempting to bind 0 samplers.

This is a common occurrence for vertex shaders specifically, and allows backends
to not have to handle this edge case every time.
Ethan Lee 2 недель назад
Родитель
Сommit
c5f07f0990
1 измененных файлов с 8 добавлено и 0 удалено
  1. 8 0
      src/gpu/SDL_gpu.c

+ 8 - 0
src/gpu/SDL_gpu.c

@@ -2109,6 +2109,10 @@ void SDL_BindGPUVertexSamplers(
         }
         }
     }
     }
 
 
+    if (num_bindings == 0) {
+        return;
+    }
+
     RENDERPASS_DEVICE->BindVertexSamplers(
     RENDERPASS_DEVICE->BindVertexSamplers(
         RENDERPASS_COMMAND_BUFFER,
         RENDERPASS_COMMAND_BUFFER,
         first_slot,
         first_slot,
@@ -2216,6 +2220,10 @@ void SDL_BindGPUFragmentSamplers(
         }
         }
     }
     }
 
 
+    if (num_bindings == 0) {
+        return;
+    }
+
     RENDERPASS_DEVICE->BindFragmentSamplers(
     RENDERPASS_DEVICE->BindFragmentSamplers(
         RENDERPASS_COMMAND_BUFFER,
         RENDERPASS_COMMAND_BUFFER,
         first_slot,
         first_slot,